Hello all,
I made a prototype that simulate for the meteor hits the planet and create a big hole on it.
Like this :
I used blend mode : Destination Out for the cover object.
But the next meteor still hit collision of the planet.
This is what I have done now : https://drive.google.com/open?id=0BxwlTIFElYnTOWMwb2ZqNXJCUVU
Could we disable collision at the area which cover by Destination Out objects ?
Hope see your answers.
Cheers
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R0j0 made something similar in this post:
Maybe you could use this concept in your game - "fill" planets with invisible tilemaps, with tile size something like 4x4 px. And use them for collision detection?
R0j0 made something similar in this post: Maybe you could use this concept in your game - "fill" planets with invisible tilemaps, with tile size something like 4x4 px. And use them for collision detection?
Thank you so much !!! but I would like to create a random size of hole and the bullet /character can only check the collision at the area which still visible
Like this : https://drive.google.com/open?id=0BxwlTIFElYnTQmRzYURlOVVBbkk
Try changing on collision to on overlap, and adding the additional condition that the meteor is NOT overlapping a cover object.
oosyrag, Your solution is so simple and obvious, why didn't I think of it!
Meteor's collision polygon should be very small for it to work correctly, but still it's a great idea.
I already made a version with tilemap, so here it is..
https://www.dropbox.com/s/n5cg4pox4dzi2 ... .capx?dl=0
oosyrag, Your solution is so simple and obvious, why didn't I think of it! Meteor's collision polygon should be very small for it to work correctly, but still it's a great idea. I already made a version with tilemap, so here it is.. https://www.dropbox.com/s/n5cg4pox4dzi2 ... .capx?dl=0
Great example for me, problem solved !
Many thanks dop2000 :)